using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using RaisingStudio.Xna.Graphics;

namespace RaisingStudio.SmallProgram.Library.Internal
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class GraphicsGame : Microsoft.Xna.Framework.Game
    {
        DrawingComponent drawingComponent;
        public DrawingComponent DrawingComponent
        {
            get
            {
                return this.drawingComponent;
            }
        }

        public DrawingContext DrawingContext
        {
            get
            {
                return this.drawingComponent.DrawingContext;
            }
        }

        private bool _gameRunning = false;
        public event EventHandler GameStarted;
        protected virtual void OnGameStarted(object sender, EventArgs e)
        {
            if (GameStarted != null)
            {
                GameStarted(sender, e);
            }
        }

        public const int DEFAULT_WIDTH = 640;
        public const int DEFAULT_HEIGHT = 480;

        GraphicsDeviceManager graphics;


        public GraphicsGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferWidth = DEFAULT_WIDTH;
            graphics.PreferredBackBufferHeight = DEFAULT_HEIGHT;

            drawingComponent = new DrawingComponent(this);
        }


        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            Color[] backgroundColor = Enumerable.Repeat<Color>(Color.White, drawingComponent.DrawingTexture.Width * drawingComponent.DrawingTexture.Height).ToArray();
            drawingComponent.DrawingTexture.Background.SetData<Color>(backgroundColor);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // TODO: Add your update logic here
            if (!_gameRunning)
            {
                OnGameStarted(this, EventArgs.Empty);
                _gameRunning = true;
            }


            base.Update(gameTime);
        }

        private bool mouseLeftButtonDown;

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);

            base.Draw(gameTime);
        }
    }
}
